unnamed-platformer/src/main.c

145 lines
3.4 KiB
C

#include <gint/keyboard.h>
#include <gint/timer.h>
#include <gint/clock.h>
#include "draw.h"
#include "collide.h"
#include "levels.h"
#include "player.h"
#define WALK_SPD 1
#define MIN_VSPD -8.0
#define JUMP_SPD -3.4
#define GRAV 0.2
#define UG_CAN_JUMP upgrades[0]
void jump_test(char *jump_pressed, char *jump_buffer, unsigned int *jump_hold); //test if jump pressed
int sgn(int number); //return the sign of input double
int callback(volatile void *arg)
{
volatile int *has_ticked = arg;
*has_ticked = 1;
return 0;
}
int main(void)
{
volatile int has_ticked = 1; //fps cap
char level[477];
int level_id = 1;
//start upgrades (mostly bools)
char upgrades[] = {
0 //can jump
};
//end upgrades
char jump_pressed = 0; //avoid holding jump
char jump_buffer = 0; //jump buffer, last 3 frames
unsigned int jump_hold = 0; //number of consecutive frames jump has been held
double vspd = 0; //player vertical speed
char hspd = 0; //player horizontal speed
int on_ground = 6; //remember if player is on solid
int player_x = 0;
int player_y = 0;
int start_x = 18*8 + 1;
int start_y = 9*8 + 2;
int old_x, old_y;
set_level(level_id, level);
draw_level(level);
player_x = start_x;
player_y = start_y;
old_x = player_x + 1; //offset to draw it on first cycle
old_y = player_y;
//fps cap timer
timer_setup(0, timer_delay(0, 16667), 0, callback, &has_ticked);
timer_start(0);
while (1) {
while(!has_ticked) sleep();
has_ticked = 0;
draw_player(old_x, old_y, player_x, player_y);
dupdate();
old_x = player_x;
old_y = player_y;
clearevents();
//horizontal movement
hspd = 0;
if (keydown(KEY_LEFT)) hspd -= WALK_SPD;
if (keydown(KEY_RIGHT)) hspd += WALK_SPD;
if (!collide(player_x + hspd, player_y, level, '0'))
{
player_x += hspd;
}
//ground detection
if (collide(player_x, player_y + 1, level, '0')) on_ground = 6;
else
{
if (vspd > MIN_VSPD) vspd += GRAV;
if (jump_hold)
if (on_ground) on_ground--;
}
//vertical movement
if (UG_CAN_JUMP) jump_test(&jump_pressed, &jump_buffer, &jump_hold);
//if jump is pressed and on ground
if (jump_buffer && on_ground) {
vspd = JUMP_SPD;
on_ground = 0;
jump_hold = 10;
}
else if (jump_hold && keydown(KEY_SHIFT))
{
jump_hold--;
vspd -= GRAV / 2;
}
else jump_hold = 0;
//vertical collision
{
int trunc_vspd = vspd; //truncate vspd
if (!collide(player_x, player_y + trunc_vspd, level, '0'))
{
player_y += trunc_vspd;
}
else
{
int sign_vspd = sgn(trunc_vspd);
while (!collide(player_x, player_y + sign_vspd, level, '0'))
{
player_y += sign_vspd;
}
vspd = 0;
}
}
//spike collision and death
if (collide(player_x, player_y, level, 'v'))
{
player_x = start_x;
player_y = start_y;
}
//borders collision
if (player_x <= 8)
{
level_id -= 1;
player_x = 201;
set_start_pos(&start_x, &start_y, player_x, player_y);
set_level(level_id, level);
draw_level(level);
reset_old_pos(&old_x, &old_y);
}
else if (player_x >= 208)
{
level_id += 1;
player_x = 9;
set_start_pos(&start_x, &start_y, player_x, player_y);
set_level(level_id, level);
draw_level(level);
reset_old_pos(&old_x, &old_y);
}
//exit
if (keydown(KEY_EXIT)) return 0;
}
}
int sgn(int number)
{
if (number < 0) return -1;
else return 1;
}